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Bearson

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Posts posted by Bearson

  1. 38 minutes ago, sandman25dcsss said:

    If AI was playing by the same rules, the game would be unplayable, we would lose the game during first week. You should treat those legion soldiers as stationary monsters guarding mines and loot in Heroes of Might and Magic and alike.

    It is good that devs favor balance over realism or "immersion", I like how they protected the colonel from player's abuse.

     

    I disagree, especially on your last part. Game should reward player from discovering the option to do something about that major event, and I would be pleasantly surprised and proud to have done it. It would offer better replayability, once you know about it you could plan to conquer sectors differently in future playthroughs. As D13 pointed out, you could do that in JA2 if you wanted, so why not here?

     

    15 minutes ago, Claypl said:

    I would welcome additional counter attack route through jungle in down south, perhaps after the refugee events.

    Perhaps not difficult to implement and make defending bit more dynamic.

    As it is, I dont think it is terrible as they have to come from somewhere and you suppose to proceed with your conquest not just park yourself in one spot.

     

    If I can see something that will grant me strategic advantage over the enemy, should I not take it because it makes it too easy then?

    Its nothing terrible, but the game should be more dynamic and try to be more impervious to stuff like that.

  2. I am still doing my first playthrough and 2 things stood out to me so far.

     

    First, AI (if you wanna call it that) is very basic and behaves not really strategically in strategic map too.

     

    I have liberated all of the area north of the river and some area south of it. Legion has 4 towers left in the east and northeast. The problem is, game keeps sending attack squads over one route only, that is via the river. So I have one squad parked in the bridge sector and thats it.

    ja3_1.thumb.jpg.efeb83697c6bad299ca5d6e88e4378a5.jpg

    No alternate routes, no tactic change, or trying to go on land. Its basically an easy mode to get rich, since you dont really get challenged. First mine did deplete, but the others do not show any sign of it. Also, there is an enemy squad just sitting in one port sector north of starting island also doing nothing for the whole game. I have few to none militia in towns, mines and towers nearby and no squads. They could be taking back the whole area before I get someone there but nothing happens. I know its only the first half of the game, but still.. I dont even have to train militia.

     

    Beware, minor spoilers ahead

     

    Second, which is worse in my opinion, if you happen to get to a certain Fort, before a certain event, you find there a certain colonel with his troops. You can talk to him, you can loot the area, you can even get supplies from his men. What you cant do is kill them.

    What happens instead is very funny. I tried to melee him, expecting all hell to break loose, and hoping I will have to fight only those soldiers that are in close proximity. Well, you stab him once, you stab him twice, he falls down unconscious and.. then gets up, regenerates all his HP and nothing else happens. So I try to shoot him, I try to shoot his soldiers, try to blow them up and its all the same. They just shrug it off, regenerate and continue about..

    I know that those soldiers are required for a certain major event in the game, but what the hell. I wont go into what could be done instead, but I think this is the worst route the devs could have taken. It takes you out of any kind of immersion hard, and makes you question what other similarly poor choices were made in the development process.

     

  3. 5 minutes ago, Warmonger said:

    What is "CtH" ? Sry plz ? 

    Chance to Hit

    1 hour ago, LoboNocturno said:

    Interesting notes, i heard it now from several players that the jail sector is really pain in the @§§ as i didnt reached there yet. So what is the best tactic in the jail sector ? I heard there is a boss called Jackhammer that he is a hard nut to crack with his men together.

    Yes it is a tough one, but only because of his return fire perk.

    I went around the watchtower, silently taking enemies outside, tried storming the building then and well.. Jackhammer has a perk that lets him retaliate with his automatic shotgun when you hit him with guns or with melee. He has a ton of health and armor, so imagine how it goes when you try to fight him inside in close quarters 🙂

    I reloaded and went down to the jail cells, rescued prisoners, who then helped me finish upstairs. Mopped the rest of the enemies and the boss was hiding inside.. Used quite a few grenades and explosives and a few carefully placed shots.

    I dislike the perks and the combat system.. You have to build your mercs specifically using those perks, otherwise you wont be effective. I much preferred JA2 system where the equipment and stats made the difference.

    • Like 1
  4. 5 minutes ago, chr_isso said:

    M-14 is not my favourite, but dang, Dragunovs and M24. Pure Love.
    You get plenty of 7,62WP so I got 5 Mercs with Dragunovs and FN-FAL / Shotguns as secondaries.
    Some also carry MP5 or FAMAS as third option.

    Strangely I havent found any dragunovs and m24s yet, so still using gewehrs for sniping 🙂

    FN FAL is using 7,62 NATO, not WP

    FAMAS is just too underpowered for me ATM.

     

     

     

  5. Also..

    Allow actions on weapons that are in sector inventory ( you cannot modify and reload if not in merc inv)

    Allow mercs to craft ammo if gunpowder is in sector stash, and change that the fee for operations gets charged when you finalize and click start not right away.

    You dont see sector stash if you go to inventory when not in sattelite view.

    • Like 1
  6. After playing for about 15 hours, I would agree with the general score of 70 to 75%.

    Game is fun, but the poor UI, confusing combat on occasions, enemies who appear not to follow the same rules as you, lack of information about stats and weird weapon system.. are hampering the overall experience a bit too much. Mind you.. MY experience, that is. Yours may vary 🙂

    It really is too much like Wasteland 3 and almost all the finer details that made JA2 so special are missing.

    Still its a good game, worth playing and maybe with some proper modding, might be even great.

     

    • Like 2
  7. 9 hours ago, Solaris_Wave said:

    I was looking at that screenshot with Ivan again but this time examining the Burst fire mode. It says, "Fire a sequence of 5 shots." I was wondering whether this would be a fixed amount of shots for every gun that is capable of automatic fire? Maybe that number could be reduced or increased slightly, depending on the gun's real rate of fire? An AKM or full sized Uzi fire at 600 rounds per minute, which is actually on the slow side in terms of things. The Steyr AUG is about 650 rpm, an M4A1 is 700 rpm minimum, an MP5 (not MP5K) is 800 rpm, a MAC-10 (.45 ACP calibre) is 950 rpm, a Mini-Uzi is 950 rpm and a Micro-Uzi is 1250 rpm. I am going off memory with those numbers so might be out by a bit.

    Due to a higher rate of fire, being able to perfectly fire five shots would be harder, so maybe some could fire just three (very good for those guns with a 3-round burst mode) and go up to seven or eight?

    What caught my eye is the rest of that line: "Fire a sequence of 5 shots with an increasing attack penalty for each shot" and no damage reduction. They should've left it that way, it would be so very satisfying if you burst fired on an enemy and scored 2 or 3 lucky hits, resulting in his immediate demise. So to prevent run and gun while using burst, make burst fire require at least 80% of max AP. I feel like they went too much for an arcadey/simplified way in quite a few areas, all for the sake of balancing and usability. But, I guess we'll just have to wait and see.

    I like that UI better than the current version too, looks much more clean.

  8. 1 hour ago, Godzilla said:

    Fake maybe not, flooding in from discord as Xeth Nyrrow has stated, entirely possible.

    How else would they even know about the poll.

    You do know that this forum is public and you do not have to be signed in to read every post?

     

    I hope you will stop arguing with everyone about CtH now that the poll results are in. Also, from my impressions with dev streams and their replies, the preview gameplay is probably final and no major changes are gonna be implemented at this point. So all of this arguing is moot anyway.

    So give it a rest, move on and have other discussions about the game, because you seem to be capable of some rational thought at times. People are getting sick of the same thing over and over, and honestly, I am amazed by the fact that some people still try to reason with you after all this time, when it was clear to me that you are a first grade troll after 10 or so of your replies.

    Sometimes your answers remind me of talking to an AI, and I wonder if someone isnt trolling all of us using a ChatGPT or something similar 😀😀

     

    • Like 1
    • Thanks 1
  9. Well, from watching a lot of beta gameplay, here is a couple of things that concern me the most about the combat, the heart and soul of any JA game.

     

      Enemy pod/repositioning mechanic. 

    This is a feature found solely in nuXCOM (I could be wrong) and its kinda funny to implement it if you say you dont want your game compared to XCOM constantly. It doesnt feel natural and/or fair and most of all, to me its really annoying. This ties in directly to the lack of enemy vision cones visibility, so you dont know exactly when the enemy will register something off and the combat will start. I also didnt see any sound detection system, I think I saw a player running with a toon near the building outside and an enemy inside didnt react until it saw them. Not sure here, because they do react to hearing shots.

    I think the game should ditch this mechanic or at least give us a button to enter TB mode manually. Another thing is, a button for changing between firing modes should always be available, not just when aiming on an enemy. That would be helpful when setting an overwatch, so you could have at least some control over it. Ideally tho, you should be in control of your merc when they interrupt an enemy.

     

      UI shooting interface.

    When you click on an enemy, the UI is very cluttered. As someone already stated, those + and - stats are just in the way and are not very intuitive. Much better visualization would be if you would simply color code the appropriate body parts in the current menu, based on the aim level and cover/line of sight. So, a green body part would mean high probability to hit, orange medium, red low and black or grey no chance or LoS. That would probably also remove the need to show actual CtH number that some players are missing.

     

      Weapon balance/progress.

    The weapon balance seems kinda weird atm, especially assault rifles, which seem very underwhelming. The reduction of damage per bullet when burst firing is too great I think. Better solution would be to decrease accuracy and increase AP cost for burst fire. Assault rifles should be very powerful, much more than pistols, which should get a damage and AP cost decrease. Or maybe its just too early to tell from 12 hours of gameplay and the situation will remedy itself later. However, the streamer that I was watching had 3 or 4 upgraded sniper rifles 10 hours into the game and was just steamrolling enemy squads with frequent headshots. That felt very unbalanced and way too soon into the game to have that many sniper rifles.

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